我正在尝试在SlimDX DirectX11游戏中调试着色器,我已经编写了一段时间。代码运行良好并且顺利执行(虽然看似忽略了我的纹理),当我运行实验来捕获PIX中的单个帧时,它执行正常,但是如果我尝试访问PIX中的Render或Mesh选项卡以便我捕获框架我收到以下错误:
A call that previously succeeded failed during playback:
EID: 96
Call: ID3D11DeviceContext::IASetVertexBuffers()
HRESULT: E_FAIL
EID是在我捕获的帧之前发生的(我的帧从EID 108开始),所以我无法看到它失败的位置。
我决定运行完整的帧流,看看是否会显示错误。这次我得到了一些有用的东西。
A call that previously succeeded failed during playback:
EID: 15
Call: IDXGISwapChain::GetParent()
HRESULT:E_FAIL
导致它的事件日志:
Frame 1 EID
Call 4 D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, 0, 7, 0x0016EE7C, 0x0016EE74 --> 0x07145B60, 0x0016EE6C --> 0x071453B0, NULL, 0x0016EE70 --> 0x071BA108)
Call 5 CreateObject(D3D11 Device, 0x071453B0)
Call 6 CreateObject(DXGI Factory, 0x07145A58)
Call 7 CreateObject(DXGI Adapter, 0x07145AA8)
Call 8 CreateObject(DXGI Device, 0x07145B00)
Call 9 CreateObject(DXGI Swap Chain, 0x07145B60)
Call 10 CreateObject(DXGI Surface, 0x07145BF8)
Call 11 CreateObject(D3D11 Texture2D, 0x07145C58)
Call 12 CreateObject(D3D11 Device Context, 0x071BA108)
Call 13 <0x071BA108> ID3D11DeviceContext::Release()
Call 14 <0x071453B0> ID3D11Device::GetImmediateContext(0x071BA108 --> 0x6C54A8D8)
Call 15 <0x07145B60> IDXGISwapChain::GetParent(IID_IDXGIFactory, 0x0016EF40 --> 0x07145A58)
Call 16 <0x07145A58> IDXGIFactory::MakeWindowAssociation(0x00020574, 2)
Call 17 <0x07145A58> IDXGIFactory::Release()
Call 18 <0x071BA108> ID3D11DeviceContext::RSSetViewports(1, 0x0016EF28)
Call 19 <0x071453B0> ID3D11Device::CreateTexture2D(0x0016EDCC, NULL, 0x0016EDC8 --> 0x071460F8)
Call 20 CreateObject(D3D11 Texture2D, 0x071460F8)
Call 21 <0x071453B0> ID3D11Device::CreateDepthStencilView(0x071460F8, 0x0016EE2C, 0x0016EE4C --> 0x07146198)
Call 22 CreateObject(D3D11 Depth-Stencil View, 0x07146198)
Call 23 <0x071460F8> ID3D11Texture2D::Release()
Call 24 <0x07145B60> IDXGISwapChain::GetBuffer(0, IID_ID3D11Texture2D, 0x0016EF3C --> 0x07145C58)
Call 25 <0x071453B0> ID3D11Device::CreateRenderTargetView(0x07145C58, NULL, 0x0016EF40 --> 0x071461F0)
Call 26 CreateObject(D3D11 Render Target View, 0x071461F0)
Call 27 <0x07145C58> ID3D11Texture2D::Release()
Call 28 <0x071BA108> ID3D11DeviceContext::OMSetRenderTargets(1, 0x0016EF54 --> { 0x071461F0 }, 0x07146198)
Call 29 <0x071453B0> ID3D11Device::CreateVertexShader(0x00A90FA0, 1116, NULL, 0x0016EF24 --> 0x071462F8)
Call 30 CreateObject(D3D11 Vertex Shader, 0x071462F8)
Call 31 <0x071453B0> ID3D11Device::CreatePixelShader(0x00A8FC00, 1160, NULL, 0x0016EF24 --> 0x071467B8)
Call 32 CreateObject(D3D11 Pixel Shader, 0x071467B8)
Call 33 <0x071453B0> ID3D11Device::CreateVertexShader(0x00A92348, 568, NULL, 0x0016EF24 --> 0x07146CA0)
Call 34 CreateObject(D3D11 Vertex Shader, 0x07146CA0)
Call 35 <0x071453B0> ID3D11Device::CreatePixelShader(0x00ABE3F8, 8232, NULL, 0x0016EF24 --> 0x07146F38)
Call 36 CreateObject(D3D11 Pixel Shader, 0x07146F38)
Call 37 <0x071453B0> ID3D11Device::CreateVertexShader(0x00A92548, 568, NULL, 0x0016EF24 --> 0x07146F90)
Call 38 CreateObject(D3D11 Vertex Shader, 0x07146F90)
Call 39 <0x071453B0> ID3D11Device::CreatePixelShader(0x00B117C0, 1756, NULL, 0x0016EF24 --> 0x07139848)
Call 40 CreateObject(D3D11 Pixel Shader, 0x07139848)
Call 41 <0x071453B0> ID3D11Device::CreateVertexShader(0x00A925D8, 568, NULL, 0x0016EF24 --> 0x071454A0)
Call 42 CreateObject(D3D11 Vertex Shader, 0x071454A0)
Call 43 <0x071453B0> ID3D11Device::CreatePixelShader(0x00ABE018, 7196, NULL, 0x0016EF24 --> 0x07145738)
Call 44 CreateObject(D3D11 Pixel Shader, 0x07145738)
Call 45 <0x071453B0> ID3D11Device::AddRef()
Call 46 <0x071453B0> ID3D11Device::CreateTexture2D(0x0016EE08, 0x00A90768, 0x0016EE04 --> 0x07145790)
Call 47 CreateObject(D3D11 Texture2D, 0x07145790)
Call 48 <0x07145790> ID3D11Texture2D::GetType(0x0016EDB4)
Call 49 <0x07145790> ID3D11Texture2D::QueryInterface(IID_ID3D11Texture2D, 0x0016EDD8 --> 0x07145790)
Call 50 <0x07145790> ID3D11Texture2D::GetDesc(0x0016EE24)
Call 51 <0x071453B0> ID3D11Device::CreateShaderResourceView(0x07145790, 0x0016EDBC, 0x0016EF44 --> 0x07145830)
Call 52 CreateObject(D3D11 Shader Resource View, 0x07145830)
Call 53 <0x07145790> ID3D11Texture2D::Release()
Call 54 <0x07145790> ID3D11Texture2D::Release()
Call 55 <0x071453B0> ID3D11Device::Release()
Call 56 <0x071453B0> ID3D11Device::AddRef()
Call 57 <0x071453B0> ID3D11Device::CreateTexture2D(0x0016EE08, 0x00A8F6A0, 0x0016EE04 --> 0x0713A990)
Call 58 CreateObject(D3D11 Texture2D, 0x0713A990)
Call 59 <0x0713A990> ID3D11Texture2D::GetType(0x0016EDB4)
Call 60 <0x0713A990> ID3D11Texture2D::QueryInterface(IID_ID3D11Texture2D, 0x0016EDD8 --> 0x0713A990)
Call 61 <0x0713A990> ID3D11Texture2D::GetDesc(0x0016EE24)
Call 62 <0x071453B0> ID3D11Device::CreateShaderResourceView(0x0713A990, 0x0016EDBC, 0x0016EF44 --> 0x071C3B98)
Call 63 CreateObject(D3D11 Shader Resource View, 0x071C3B98)
Call 64 <0x0713A990> ID3D11Texture2D::Release()
Call 65 <0x0713A990> ID3D11Texture2D::Release()
Call 66 <0x071453B0> ID3D11Device::Release()
Call 67 <0x071453B0> ID3D11Device::CreateSamplerState(0x0016EED4, 0x0016EED0 --> 0x07145938)
Call 68 CreateObject(D3D11 Sampler State, 0x07145938)
Call 69 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(0, 1, 0x0016EF38 --> { 0x07145830 })
Call 70 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(4, 1, 0x0016EF38 --> { 0x071C3B98 })
Call 71 <0x071BA108> ID3D11DeviceContext::PSSetSamplers(0, 1, 0x0016EF38 --> { 0x07145938 })
Call 72 <0x071453B0> ID3D11Device::CreateBuffer(0x0016EDF4, 0x0016EDDC, 0x0016EDF0 --> 0x0713AA30)
Call 73 CreateObject(D3D11 Buffer, 0x0713AA30)
Call 74 <0x071BA108> ID3D11DeviceContext::PSSetConstantBuffers(0, 1, 0x0016EE68 --> { 0x0713AA30 })
Call 75 <0x071453B0> ID3D11Device::CreateTexture2D(0x0016ECD0, NULL, 0x0016ECCC --> 0x0713AAB8)
Call 76 CreateObject(D3D11 Texture2D, 0x0713AAB8)
Call 77 <0x071453B0> ID3D11Device::CreateRenderTargetView(0x0713AAB8, 0x0016ED28, 0x0016ED44 --> 0x071C3BF0)
Call 78 CreateObject(D3D11 Render Target View, 0x071C3BF0)
Call 79 <0x071453B0> ID3D11Device::CreateShaderResourceView(0x0713AAB8, 0x0016ECF4, 0x0016ED14 --> 0x071C3C48)
Call 80 CreateObject(D3D11 Shader Resource View, 0x071C3C48)
Call 81 <0x071453B0> ID3D11Device::CreateTexture2D(0x0016ECD0, NULL, 0x0016ECCC --> 0x0713AB58)
Call 82 CreateObject(D3D11 Texture2D, 0x0713AB58)
Call 83 <0x071453B0> ID3D11Device::CreateRenderTargetView(0x0713AB58, 0x0016ED28, 0x0016ED44 --> 0x071C3CA0)
Call 84 CreateObject(D3D11 Render Target View, 0x071C3CA0)
Call 85 <0x071453B0> ID3D11Device::CreateShaderResourceView(0x0713AB58, 0x0016ECF4, 0x0016ED14 --> 0x071C3CF8)
Call 86 CreateObject(D3D11 Shader Resource View, 0x071C3CF8)
Call 87 <0x071453B0> ID3D11Device::CreateTexture2D(0x0016ECD0, NULL, 0x0016ECCC --> 0x0713ACA8)
Call 88 CreateObject(D3D11 Texture2D, 0x0713ACA8)
Call 89 <0x071453B0> ID3D11Device::CreateRenderTargetView(0x0713ACA8, 0x0016ED28, 0x0016ED44 --> 0x071C3D50)
Call 90 CreateObject(D3D11 Render Target View, 0x071C3D50)
Call 91 <0x071453B0> ID3D11Device::CreateShaderResourceView(0x0713ACA8, 0x0016ECF4, 0x0016ED14 --> 0x071C3DA8)
Call 92 CreateObject(D3D11 Shader Resource View, 0x071C3DA8)
Call 93 <0x071453B0> ID3D11Device::CreateTexture2D(0x0016ECD0, NULL, 0x0016ECCC --> 0x0713AD48)
Call 94 CreateObject(D3D11 Texture2D, 0x0713AD48)
Call 95 <0x071453B0> ID3D11Device::CreateRenderTargetView(0x0713AD48, 0x0016ED28, 0x0016ED44 --> 0x071C3E00)
Call 96 CreateObject(D3D11 Render Target View, 0x071C3E00)
Call 97 <0x071453B0> ID3D11Device::CreateShaderResourceView(0x0713AD48, 0x0016ECF4, 0x0016ED14 --> 0x071C3E58)
Call 98 CreateObject(D3D11 Shader Resource View, 0x071C3E58)
Call 99 <0x071453B0> ID3D11Device::CreateTexture2D(0x0016ED00, NULL, 0x0016ECFC --> 0x0713ADE8)
Call 100 CreateObject(D3D11 Texture2D, 0x0713ADE8)
Call 101 <0x071453B0> ID3D11Device::CreateRenderTargetView(0x0713ADE8, 0x0016ED58, 0x0016ED74 --> 0x071C3EB0)
Call 102 CreateObject(D3D11 Render Target View, 0x071C3EB0)
Call 103 <0x071453B0> ID3D11Device::CreateShaderResourceView(0x0713ADE8, 0x0016ED24, 0x0016ED44 --> 0x071C3F08)
Call 104 CreateObject(D3D11 Shader Resource View, 0x071C3F08)
Call 105 <0x071453B0> ID3D11Device::CreateTexture2D(0x0016ED00, NULL, 0x0016ECFC --> 0x0713AE88)
Call 106 CreateObject(D3D11 Texture2D, 0x0713AE88)
Call 107 <0x071453B0> ID3D11Device::CreateRenderTargetView(0x0713AE88, 0x0016ED58, 0x0016ED74 --> 0x071C3F60)
Call 108 CreateObject(D3D11 Render Target View, 0x071C3F60)
Call 109 <0x071453B0> ID3D11Device::CreateShaderResourceView(0x0713AE88, 0x0016ED24, 0x0016ED44 --> 0x071C3FB8)
Call 110 CreateObject(D3D11 Shader Resource View, 0x071C3FB8)
Call 111 <0x071453B0> ID3D11Device::CreateInputLayout(0x0016EC64, 3, 0x066B15E8, 152, 0x0016EC5C --> 0x0713AFD8)
Call 112 CreateObject(D3D11 Input Layout, 0x0713AFD8)
Call 113 <0x071BA108> ID3D11DeviceContext::IASetInputLayout(0x0713AFD8)
Call 114 <0x071BA108> ID3D11DeviceContext::IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST)
Call 115 <0x071453B0> ID3D11Device::CreateBuffer(0x0016EDC0, 0x0016EDA8, 0x0016EDBC --> 0x0713B0C0)
Call 116 CreateObject(D3D11 Buffer, 0x0713B0C0)
Call 117 <0x071453B0> ID3D11Device::GetImmediateContext(0x071BA108 --> 0x6C54A8D8)
Call 118 <0x071BA108> ID3D11DeviceContext::Release()
Call 119 <0x071BA108> ID3D11DeviceContext::VSSetConstantBuffers(0, 1, 0x0016EE34 --> { 0x0713B0C0 })
Call 120 <0x071453B0> ID3D11Device::GetImmediateContext(0x071BA108 --> 0x6C54A8D8)
Call 121 <0x071BA108> ID3D11DeviceContext::Release()
Call 122 <0x071BA108> ID3D11DeviceContext::UpdateSubresource(0x0713B0C0, 0, NULL, 0x066B1928, 0, 0)
Call 123 <0x071453B0> ID3D11Device::CreateBuffer(0x0016EC4C, 0x0016EC34, 0x0016EC48 --> 0x0713B148)
Call 124 CreateObject(D3D11 Buffer, 0x0713B148)
Call 125 <0x071453B0> ID3D11Device::CreateBuffer(0x0016EC4C, 0x0016EC34, 0x0016EC48 --> 0x0713B1D0)
Call 126 CreateObject(D3D11 Buffer, 0x0713B1D0)
Call 127 <0x071453B0> ID3D11Device::CreateBuffer(0x0FDCE878, 0x0FDCE860, 0x0FDCE874 --> 0x0713A120)
Call 128 CreateObject(D3D11 Buffer, 0x0713A120)
Call 129 <0x071453B0> ID3D11Device::CreateBuffer(0x0FDCE878, 0x0FDCE860, 0x0FDCE874 --> 0x0713A1A8)
Call 130 CreateObject(D3D11 Buffer, 0x0713A1A8)
Call 131 <0x071453B0> ID3D11Device::CreateBuffer(0x0FB9EFE8, 0x0FB9EFD0, 0x0FB9EFE4 --> 0x0713B258)
Call 132 CreateObject(D3D11 Buffer, 0x0713B258)
Call 133 <0x071453B0> ID3D11Device::CreateBuffer(0x0FB9EFE8, 0x0FB9EFD0, 0x0FB9EFE4 --> 0x0713B2E0)
Call 134 CreateObject(D3D11 Buffer, 0x0713B2E0)
Call 135 <0x071453B0> ID3D11Device::CreateBuffer(0x0FDCE878, 0x0FDCE860, 0x0FDCE874 --> 0x071C65E8)
Call 136 CreateObject(D3D11 Buffer, 0x071C65E8)
Call 137 <0x071453B0> ID3D11Device::CreateBuffer(0x0FDCE878, 0x0FDCE860, 0x0FDCE874 --> 0x071C6670)
Call 138 CreateObject(D3D11 Buffer, 0x071C6670)
Call 139 <0x071453B0> ID3D11Device::CreateBuffer(0x0F49EEF8, 0x0F49EEE0, 0x0F49EEF4 --> 0x071C6710)
Call 140 CreateObject(D3D11 Buffer, 0x071C6710)
Call 141 <0x071453B0> ID3D11Device::CreateBuffer(0x0F49EEF8, 0x0F49EEE0, 0x0F49EEF4 --> 0x071C6798)
Call 142 CreateObject(D3D11 Buffer, 0x071C6798)
Call 143 <0x071453B0> ID3D11Device::CreateBuffer(0x0F7EED88, 0x0F7EED70, 0x0F7EED84 --> 0x071C6820)
Call 144 CreateObject(D3D11 Buffer, 0x071C6820)
Call 145 <0x071453B0> ID3D11Device::CreateBuffer(0x0F7EED88, 0x0F7EED70, 0x0F7EED84 --> 0x071C68A8)
Call 146 CreateObject(D3D11 Buffer, 0x071C68A8)
Call 147 <0x071453B0> ID3D11Device::CreateBuffer(0x0F7EED88, 0x0F7EED70, 0x0F7EED84 --> 0x071C6930)
Call 148 CreateObject(D3D11 Buffer, 0x071C6930)
Call 149 <0x071453B0> ID3D11Device::CreateBuffer(0x0F7EED88, 0x0F7EED70, 0x0F7EED84 --> 0x071C69B8)
Call 150 CreateObject(D3D11 Buffer, 0x071C69B8)
Call 151 <0x071453B0> ID3D11Device::CreateBuffer(0x0F63F038, 0x0F63F020, 0x0F63F034 --> 0x071C6A40)
Call 152 CreateObject(D3D11 Buffer, 0x071C6A40)
Call 153 <0x071453B0> ID3D11Device::CreateBuffer(0x0F63F038, 0x0F63F020, 0x0F63F034 --> 0x071C6AC8)
Call 154 CreateObject(D3D11 Buffer, 0x071C6AC8)
Call 155 <0x071453B0> ID3D11Device::CreateBuffer(0x0F49EEF8, 0x0F49EEE0, 0x0F49EEF4 --> 0x071C6B50)
Call 156 CreateObject(D3D11 Buffer, 0x071C6B50)
Call 157 <0x071453B0> ID3D11Device::CreateBuffer(0x0F49EEF8, 0x0F49EEE0, 0x0F49EEF4 --> 0x071C6BD8)
Call 158 CreateObject(D3D11 Buffer, 0x071C6BD8)
Call 159 <0x071453B0> ID3D11Device::CreateBuffer(0x0F63F038, 0x0F63F020, 0x0F63F034 --> 0x071C6C60)
Call 160 CreateObject(D3D11 Buffer, 0x071C6C60)
Call 161 <0x071453B0> ID3D11Device::CreateBuffer(0x0F63F038, 0x0F63F020, 0x0F63F034 --> 0x071C6CE8)
Call 162 CreateObject(D3D11 Buffer, 0x071C6CE8)
Call 163 <0x071453B0> ID3D11Device::CreateBuffer(0x0F7EED88, 0x0F7EED70, 0x0F7EED84 --> 0x071C6D70)
Call 164 CreateObject(D3D11 Buffer, 0x071C6D70)
Call 165 <0x071453B0> ID3D11Device::CreateBuffer(0x0F7EED88, 0x0F7EED70, 0x0F7EED84 --> 0x071C6DF8)
Call 166 CreateObject(D3D11 Buffer, 0x071C6DF8)
Call 167 <0x071453B0> ID3D11Device::CreateBuffer(0x0FB9EFE8, 0x0FB9EFD0, 0x0FB9EFE4 --> 0x071C6E80)
Call 168 CreateObject(D3D11 Buffer, 0x071C6E80)
Call 169 <0x071453B0> ID3D11Device::CreateBuffer(0x0FB9EFE8, 0x0FB9EFD0, 0x0FB9EFE4 --> 0x071C6F08)
Call 170 CreateObject(D3D11 Buffer, 0x071C6F08)
Call 171 <0x071BA108> ID3D11DeviceContext::ClearRenderTargetView(0x071461F0, 0x0016EE5C)
Call 172 <0x071BA108> ID3D11DeviceContext::ClearDepthStencilView(0x07146198, 1, 1.000f, 0)
Call 173 <0x071453B0> ID3D11Device::CreateBuffer(0x0016EE04, 0x0016EDEC, 0x0016EE00 --> 0x071C6F90)
Call 174 CreateObject(D3D11 Buffer, 0x071C6F90)
Call 175 <0x071BA108> ID3D11DeviceContext::PSSetConstantBuffers(0, 1, 0x0016EE78 --> { 0x071C6F90 })
Call 176 <0x071453B0> ID3D11Device::GetImmediateContext(0x071BA108 --> 0x6C54A8D8)
Call 177 <0x071BA108> ID3D11DeviceContext::Release()
Call 178 <0x071BA108> ID3D11DeviceContext::UpdateSubresource(0x0713B0C0, 0, NULL, 0x066B1928, 0, 0)
Call 179 <0x071BA108> ID3D11DeviceContext::VSSetShader(0x071462F8, NULL, 0)
Call 180 <0x071BA108> ID3D11DeviceContext::PSSetShader(0x071467B8, NULL, 0)
Call 181 <0x071453B0> ID3D11Device::CreateInputLayout(0x0016E9C4, 3, 0x066B15E8, 152, 0x0016E9BC --> 0x0713A230)
Call 182 CreateObject(D3D11 Input Layout, 0x0713A230)
Call 183 <0x071BA108> ID3D11DeviceContext::IASetInputLayout(0x0713A230)
Call 184 <0x071BA108> ID3D11DeviceContext::IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST)
Call 185 <0x071453B0> ID3D11Device::GetImmediateContext(0x071BA108 --> 0x6C54A8D8)
Call 186 <0x071BA108> ID3D11DeviceContext::Release()
Call 187 <0x071BA108> ID3D11DeviceContext::VSSetConstantBuffers(0, 1, 0x0016EE08 --> { 0x0713B0C0 })
Call 188 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(2, 1, 0x0016EE20 --> { NULL })
Call 189 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(3, 1, 0x0016EE20 --> { NULL })
Call 190 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(5, 1, 0x0016EE20 --> { NULL })
Call 191 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(6, 1, 0x0016EE20 --> { NULL })
Call 192 <0x071BA108> ID3D11DeviceContext::OMSetRenderTargets(4, 0x0016EDE8 --> { 0x071C3BF0, 0x071C3CA0, 0x071C3D50, 0x071C3E00 }, 0x07146198)
Call 193 <0x071BA108> ID3D11DeviceContext::ClearRenderTargetView(0x071C3BF0, 0x0016EDD0)
Call 194 <0x071BA108> ID3D11DeviceContext::ClearRenderTargetView(0x071C3CA0, 0x0016EDD0)
Call 195 <0x071BA108> ID3D11DeviceContext::ClearRenderTargetView(0x071C3D50, 0x0016EDD0)
Call 196 <0x071BA108> ID3D11DeviceContext::ClearRenderTargetView(0x071C3E00, 0x0016EDD0)
Call 197 <0x071BA108> ID3D11DeviceContext::ClearDepthStencilView(0x07146198, 1, 1.000f, 0)
Call 198 <0x071453B0> ID3D11Device::CreateBuffer(0x0F49EEF8, 0x0F49EEE0, 0x0F49EEF4 --> 0x071C7018)
Call 199 CreateObject(D3D11 Buffer, 0x071C7018)
Call 200 <0x071453B0> ID3D11Device::CreateBuffer(0x0F49EEF8, 0x0F49EEE0, 0x0F49EEF4 --> 0x071C70A0)
Call 201 CreateObject(D3D11 Buffer, 0x071C70A0)
Call 202 <0x071453B0> ID3D11Device::CreateBuffer(0x0FDCE878, 0x0FDCE860, 0x0FDCE874 --> 0x071C7128)
Call 203 CreateObject(D3D11 Buffer, 0x071C7128)
Call 204 <0x071453B0> ID3D11Device::CreateBuffer(0x0FDCE878, 0x0FDCE860, 0x0FDCE874 --> 0x071C71B0)
Call 205 CreateObject(D3D11 Buffer, 0x071C71B0)
Call 206 <0x071453B0> ID3D11Device::CreateBuffer(0x0F63F038, 0x0F63F020, 0x0F63F034 --> 0x071C7238)
Call 207 CreateObject(D3D11 Buffer, 0x071C7238)
Call 208 <0x071453B0> ID3D11Device::CreateBuffer(0x0F63F038, 0x0F63F020, 0x0F63F034 --> 0x071C72C0)
Call 209 CreateObject(D3D11 Buffer, 0x071C72C0)
Call 210 <0x071453B0> ID3D11Device::CreateBuffer(0x0FA3EAB8, 0x0FA3EAA0, 0x0FA3EAB4 --> 0x071C7348)
Call 211 CreateObject(D3D11 Buffer, 0x071C7348)
Call 212 <0x071453B0> ID3D11Device::CreateBuffer(0x0FA3EAB8, 0x0FA3EAA0, 0x0FA3EAB4 --> 0x071C73D0)
Call 213 CreateObject(D3D11 Buffer, 0x071C73D0)
Call 214 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016ED04 --> { 0x0713A120 }, 0x0016ED08, 0x0016ED0C)
Call 215 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x0713A1A8, DXGI_FORMAT_R16_UINT, 0)
Call 216 <0x071BA108> ID3D11DeviceContext::DrawIndexed(924, 0, 0)
Call 217 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016ED04 --> { 0x0713B258 }, 0x0016ED08, 0x0016ED0C)
Call 218 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x0713B2E0, DXGI_FORMAT_R16_UINT, 0)
Call 219 <0x071BA108> ID3D11DeviceContext::DrawIndexed(13692, 0, 0)
Call 220 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016ED04 --> { 0x071C65E8 }, 0x0016ED08, 0x0016ED0C)
Call 221 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x071C6670, DXGI_FORMAT_R16_UINT, 0)
Call 222 <0x071BA108> ID3D11DeviceContext::DrawIndexed(4044, 0, 0)
Call 223 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016ED04 --> { 0x071C6710 }, 0x0016ED08, 0x0016ED0C)
Call 224 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x071C6798, DXGI_FORMAT_R16_UINT, 0)
Call 225 <0x071BA108> ID3D11DeviceContext::DrawIndexed(28260, 0, 0)
Call 226 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016ED04 --> { 0x071C6820 }, 0x0016ED08, 0x0016ED0C)
Call 227 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x071C68A8, DXGI_FORMAT_R16_UINT, 0)
Call 228 <0x071BA108> ID3D11DeviceContext::DrawIndexed(1860, 0, 0)
Call 229 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016ED04 --> { 0x071C6930 }, 0x0016ED08, 0x0016ED0C)
Call 230 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x071C69B8, DXGI_FORMAT_R16_UINT, 0)
Call 231 <0x071BA108> ID3D11DeviceContext::DrawIndexed(36, 0, 0)
Call 232 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016ED04 --> { 0x071C6A40 }, 0x0016ED08, 0x0016ED0C)
Call 233 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x071C6AC8, DXGI_FORMAT_R16_UINT, 0)
Call 234 <0x071BA108> ID3D11DeviceContext::DrawIndexed(25584, 0, 0)
Call 235 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016ED04 --> { 0x071C6C60 }, 0x0016ED08, 0x0016ED0C)
Call 236 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x071C6CE8, DXGI_FORMAT_R16_UINT, 0)
Call 237 <0x071BA108> ID3D11DeviceContext::DrawIndexed(6816, 0, 0)
Call 238 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016ED04 --> { 0x071C6D70 }, 0x0016ED08, 0x0016ED0C)
Call 239 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x071C6DF8, DXGI_FORMAT_R16_UINT, 0)
Call 240 <0x071BA108> ID3D11DeviceContext::DrawIndexed(12528, 0, 0)
Call 241 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016ED04 --> { 0x071C6E80 }, 0x0016ED08, 0x0016ED0C)
Call 242 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x071C6F08, DXGI_FORMAT_R16_UINT, 0)
Call 243 <0x071BA108> ID3D11DeviceContext::DrawIndexed(3252, 0, 0)
Call 244 <0x071453B0> ID3D11Device::CreateBuffer(0x0016EBF8, 0x0016EBE0, 0x0016EBF4 --> 0x071C7458)
Call 245 CreateObject(D3D11 Buffer, 0x071C7458)
Call 246 <0x071453B0> ID3D11Device::CreateBuffer(0x0016EBF8, 0x0016EBE0, 0x0016EBF4 --> 0x071C74E0)
Call 247 CreateObject(D3D11 Buffer, 0x071C74E0)
Call 248 <0x071BA108> ID3D11DeviceContext::VSSetShader(0x07146CA0, NULL, 0)
Call 249 <0x071BA108> ID3D11DeviceContext::PSSetShader(0x07146F38, NULL, 0)
Call 250 <0x071453B0> ID3D11Device::CreateInputLayout(0x0016E958, 3, 0x066B18A8, 120, 0x0016E950 --> 0x071C4D40)
Call 251 CreateObject(D3D11 Input Layout, 0x071C4D40)
Call 252 <0x071BA108> ID3D11DeviceContext::IASetInputLayout(0x071C4D40)
Call 253 <0x071BA108> ID3D11DeviceContext::IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST)
Call 254 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(7, 1, 0x0016EDB4 --> { NULL })
Call 255 <0x071BA108> ID3D11DeviceContext::OMSetRenderTargets(1, 0x0016ED9C --> { 0x071C3EB0 }, 0x07146198)
Call 256 <0x071BA108> ID3D11DeviceContext::ClearRenderTargetView(0x071C3EB0, 0x0016ED70)
Call 257 <0x071BA108> ID3D11DeviceContext::ClearDepthStencilView(0x07146198, 1, 1.000f, 0)
Call 258 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(2, 1, 0x0016EDB4 --> { 0x071C3CF8 })
Call 259 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(3, 1, 0x0016EDB4 --> { 0x071C3DA8 })
Call 260 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016EDA0 --> { 0x071C7458 }, 0x0016EDA4, 0x0016EDA8)
Call 261 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x071C74E0, DXGI_FORMAT_R16_UINT, 0)
Call 262 <0x071BA108> ID3D11DeviceContext::DrawIndexed(6, 0, 0)
Call 263 <0x071C7458> ID3D11Buffer::Release()
Call 264 <0x071C74E0> ID3D11Buffer::Release()
Call 265 <0x071453B0> ID3D11Device::CreateBuffer(0x0016EBF0, 0x0016EBD8, 0x0016EBEC --> 0x071C7568)
Call 266 CreateObject(D3D11 Buffer, 0x071C7568)
Call 267 <0x071453B0> ID3D11Device::CreateBuffer(0x0016EBF0, 0x0016EBD8, 0x0016EBEC --> 0x071C75F0)
Call 268 CreateObject(D3D11 Buffer, 0x071C75F0)
Call 269 <0x071BA108> ID3D11DeviceContext::VSSetShader(0x07146F90, NULL, 0)
Call 270 <0x071BA108> ID3D11DeviceContext::PSSetShader(0x07139848, NULL, 0)
Call 271 <0x071453B0> ID3D11Device::CreateInputLayout(0x0016E950, 3, 0x065688E0, 120, 0x0016E948 --> 0x071C5600)
Call 272 CreateObject(D3D11 Input Layout, 0x071C5600)
Call 273 <0x071BA108> ID3D11DeviceContext::IASetInputLayout(0x071C5600)
Call 274 <0x071BA108> ID3D11DeviceContext::IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST)
Call 275 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(1, 1, 0x0016EDAC --> { NULL })
Call 276 <0x071BA108> ID3D11DeviceContext::OMSetRenderTargets(1, 0x0016ED94 --> { 0x071C3F60 }, 0x07146198)
Call 277 <0x071BA108> ID3D11DeviceContext::ClearRenderTargetView(0x071C3F60, 0x0016ED68)
Call 278 <0x071BA108> ID3D11DeviceContext::ClearDepthStencilView(0x07146198, 1, 1.000f, 0)
Call 279 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(5, 1, 0x0016EDAC --> { 0x071C3C48 })
Call 280 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(6, 1, 0x0016EDAC --> { 0x071C3E58 })
Call 281 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(7, 1, 0x0016EDAC --> { 0x071C3F08 })
Call 282 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016ED98 --> { 0x071C7568 }, 0x0016ED9C, 0x0016EDA0)
Call 283 DestroyObject(D3D11 Buffer, 0x071C7458)
Call 284 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x071C75F0, DXGI_FORMAT_R16_UINT, 0)
Call 285 DestroyObject(D3D11 Buffer, 0x071C74E0)
Call 286 <0x071BA108> ID3D11DeviceContext::DrawIndexed(6, 0, 0)
Call 287 <0x071C7568> ID3D11Buffer::Release()
Call 288 <0x071C75F0> ID3D11Buffer::Release()
Call 289 <0x071453B0> ID3D11Device::CreateBuffer(0x0016EC00, 0x0016EBE8, 0x0016EBFC --> 0x071C7678)
Call 290 CreateObject(D3D11 Buffer, 0x071C7678)
Call 291 <0x071453B0> ID3D11Device::CreateBuffer(0x0016EC00, 0x0016EBE8, 0x0016EBFC --> 0x071C7700)
Call 292 CreateObject(D3D11 Buffer, 0x071C7700)
Call 293 <0x071BA108> ID3D11DeviceContext::VSSetShader(0x071454A0, NULL, 0)
Call 294 <0x071BA108> ID3D11DeviceContext::PSSetShader(0x07145738, NULL, 0)
Call 295 <0x071453B0> ID3D11Device::CreateInputLayout(0x0016E960, 3, 0x06568960, 120, 0x0016E958 --> 0x071C56C0)
Call 296 CreateObject(D3D11 Input Layout, 0x071C56C0)
Call 297 <0x071BA108> ID3D11DeviceContext::IASetInputLayout(0x071C56C0)
Call 298 <0x071BA108> ID3D11DeviceContext::IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST)
Call 299 <0x071BA108> ID3D11DeviceContext::OMSetRenderTargets(1, 0x0016EDBC --> { 0x071461F0 }, 0x07146198)
Call 300 <0x071BA108> ID3D11DeviceContext::ClearRenderTargetView(0x071461F0, 0x0016EDA0)
Call 301 <0x071BA108> ID3D11DeviceContext::ClearDepthStencilView(0x07146198, 1, 1.000f, 0)
Call 302 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(1, 1, 0x0016EDBC --> { 0x071C3FB8 })
Call 303 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016EDA8 --> { 0x071C7678 }, 0x0016EDAC, 0x0016EDB0)
Call 304 DestroyObject(D3D11 Buffer, 0x071C7568)
Call 305 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x071C7700, DXGI_FORMAT_R16_UINT, 0)
Call 306 DestroyObject(D3D11 Buffer, 0x071C75F0)
Call 307 <0x071BA108> ID3D11DeviceContext::DrawIndexed(6, 0, 0)
Call 308 <0x071C7678> ID3D11Buffer::Release()
Call 309 <0x071C7700> ID3D11Buffer::Release()
Call 310 <0x07145B60> IDXGISwapChain::Present(0, 0)
Frame 311 Frame 2
输出日志中也没有任何内容。以前有人遇到过这个吗?如果是这样,你是如何解决它的?
答案 0 :(得分:1)
虽然可能不再需要回复或者可能与您的问题原因不同,但我至少对PIX的IASetVertexBuffers()错误问题感到困扰。
我的案例中的原因是处理了仍然绑定为顶点缓冲区的缓冲区。
在将null绑定到Vertex缓冲区之后,在原始缓冲区被丢弃之后,已经避免了错误。
// Create Buffer
buffer = new SlimDX.Direct3D11.Buffer(device, stream, vertexBufferDesc);
stream.Dispose();
// Bind
device.ImmediateContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(buffer, stride, 0));
// Draw
effectPass.Apply(device.ImmediateContext);
device.ImmediateContext.Draw(primitiveCount, 0);
// Unbind and Dispose
device.ImmediateContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(null, 0, 0));
buffer.Dispose();
答案 1 :(得分:0)
我之前遇到过这些错误,每当我使用顶点着色器的流输出时(不确定是否还有几何着色器)。没有解决方法。
根据您拥有的GPU,尝试使用AMD GPU PerfStudio或Nvidias Parallel Nsight调试您的应用程序。也许它会在它们中起作用。